Iluvalar's mods

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Iluvalar
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Iluvalar's mods

Post by Iluvalar »

Because i had to revisit all my mods for 2.3.8, I figured out that it would be easier to do a remake of my scripts. You wont see it, but now i have dedictated fonctions to do what was previously repetitive. The script can now chain any of the effects you saw in one of my previous mod. It find a unique name for the mod. In other words, it does all the dirty job.

For that reason I also open a new topic. And i made a new folder in my stuffs that will only contain all the mods. note that the 2.3.7 i previously made should be playable in 2.3.8. There is only no garanty of what part of the 2.3.8 balance changes will be in the mod.

here's the first mod:

Code: Select all

mod name:		Iluvalar total war for three(itw43)
auto name:		cad5pad5rp3s100-2.3.8-iluMV01
description:		cost of all divided by 5 and prod of all divided by 5 and res of price multiplied by 3 and speed multiplied by 100

For small map :  cad5pad5rp3s100dad1-2.3.8-iluMV
For big map :  cad5pad5rp3s100da1-2.3.8-iluMV

Code: Select all

mod name:		Noob friendly mod for three (nfm43)
auto name:		ca2pad2ha2na-7rp3s10dad1uvd3-2.3.8-iluMV01
description:		cost of all multiplied by 2 and prod of all divided by 2 and hp of all multiplied by 2 and normalize of all exposed by -7 and res of price multiplied by 3 and speed multiplied by 10 and dist of all divided by 1.3333333333333 and upgrade of val divided by 2.999994000012

Code: Select all

mod name:		Noob friendly mod (nfm)
auto name:		ca2pad2ha2na-7rs10dad1uvd3-2.3.8-iluMV01
description:		cost of all multiplied by 2 and prod of all divided by 2 and hp of all multiplied by 2 and normalize of all exposed by -7 and res of speed multiplied by 10 and dist of all divided by 1.3333333333333 and upgrade of val divided by 2.999994000012
Last edited by Iluvalar on 30 May 2011, 22:41, edited 4 times in total.
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Goth Zagog-Thou
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Re: Iluvalar's mods

Post by Goth Zagog-Thou »

Cool deal Iluvalar. I'll give it a spin. :D Thanks for the work!
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Code: Select all

mod name:		Noob friendly mod (nfm)
auto name:		ca2pad2ha2na-7rs10dad1uvd3-2.3.8-iluMV01
description:		cost of all multiplied by 2 and prod of all divided by 2 and hp of all multiplied by 2 and normalize of all exposed by -7 and res of speed multiplied by 10 and dist of all divided by 1.3333333333333 and upgrade of val divided by 2.999994000012
There is a lot of adjustements in that mod but most of all there is :
[*]normalize of all exposed by -7 : Which mean that the power of each weapons will tend to be REALLY closer (-10 would be egal). There is no much difference between gauss cannon and single mg.
[*]upgrade of val divided by 3 : all research gives less advantage wich mean that a good techer who know exaclty what he is doing will be less rewarded.
[*]production of anything increased : you can stop research or building for a while.. that doens't mater that much.

Tips :
The only thing that remain competitive is the weapon modifiers. Use antipersonal (mg,lasers) vs borgs, tracks vs antipersonal, etc. By comparison to all the uprgrades and improvement nerfed, the gain from weapon modifiers look impressive.

Code: Select all

mod name:		Noob friendly mod for three (nfm43)
auto name:		ca2pad2ha2na-7rp3s10dad1uvd3-2.3.8-iluMV01
description:		cost of all multiplied by 2 and prod of all divided by 2 and hp of all multiplied by 2 and normalize of all exposed by -7 and res of price multiplied by 3 and speed multiplied by 10 and dist of all divided by 1.3333333333333 and upgrade of val divided by 2.999994000012
The research speed in big team of 3-4 players was too intense for my taste. ( I like to send my mg viper rush without being intercepted by scourge hover half way :lol2: ).

So i thrown into the mod the "res of price multiplied by 3" part. Like in TAM (for players that follow my mods).

Tips
[*]Build units fast ! even if it's easy to research the assault gun, it is not that much stronger the the single mg anyway. Most of the games i played ended in 12 minutes.
[*]The weapon modifiers are unchanged ! By contrast to the research being nerfed, the weapon modifiers are EXCELLENT and need a special attention. Borgs need to avoid mg at all cost, mg need to avoid tracks and walls, etc. (I'm not sure it's noob friendly... but we need a game ! :D )
Last edited by Iluvalar on 30 May 2011, 22:40, edited 1 time in total.
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Code: Select all

mod name:		Iluvalar total war for three(itw43)
auto name:		cad5pad5rp3s100-2.3.8-iluMV01
description:		cost of all divided by 5 and prod of all divided by 5 and res of price multiplied by 3 and speed multiplied by 100

For small map :  cad5pad5rp3s100dad1-2.3.8-iluMV (x.75)
For big map :  cad5pad5rp3s100da1-2.3.8-iluMV (x1.33)
This is a remake of my mod ITW .
It convert 8 oil into a full 40 oil power. But in this one the research price stay high... even 3x higher to compensate for the team (just ask for a FFA version). It also contain the "pay n'go" research effect (which i came too like).

have fun !
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Here is the first annouced version of my autobalance mod ! look for aaProtoV04-2.3.8-iluMV01.wz in my folder

This will probably be my personal candidate for the 2.3.9 balance.

What is it ?
It's an automatic script that reevaluate a total of 211 weapons, bodies and defense structures (all those you can get) starting from raw stats files and adjust them so they all fit the exact same strenght/research time rule.

It does not garanty that every weapons will be totally egal all the time. Dont worry, there is still a game XD . Design "synergy" between components, weapons modifier (AP vs cyborgs), all the research upgrades, timing and map specificities are unchanged. But that garanty that overall, all weapons will have their good share of opportunities to shine.

What changed
ALL the 211 "components" !! But 50% of them receveived a global change of less then 25%. If we observe that some 1 minute upgrades gives 30% boost, rhat's not that much. Only 70 of them enter the club "50%" lot of them are being the stuff that we dont really use. EMP weapons, command turrets, nexus link, later structures that we never use... are all in that 70 components. I did all i can to make the equation follow both the source code and the actual balance. Lot of testers told me they never saw any change. But here is the major one :

Overpowerful flames : Incendiary mortar, incen. howy, inferno, plasmite and thermite bomb bay all appeared OP and received a serious nerf. That does not affect : early flamers, thermite borgs, phosphor bay and plasmite bomb bay. I think the next step is to talk about game design... do we want all flamers to be specialised to have huge splash ? Or does we gives flamers players a more generic, bigger range(?), direct weapon ?

Overpowerful heavybodies : My script found that most medium and heavy bodies were slightly overpowerful. Not that much, but enough to convince all players to favor heavybodies all the time. I guess we all knew that... But it stop here, you'll have to chose depending of your design ! So here's a recall : Heavier bodies have A) better engine. B) Better armor. C) More HP. But now they cost just enough that if you dont need those qualites, you might be better on a lighter body. That will make the armor amount fluctuate with different strategies on the battlefield. This will also improve the consequences of your weapons ROF. Higher ROF mean better vs low armor.

Vtol weapons
I found that, early weapons that are researched before vtols were artificialy boosted for vtols a bit too much. Even if i take into account the research time of the vtols instead of the weapon to make the equations. I believe the guy that made those weapons boosted them (nice) but failed to take into account the higher weapon upgrades. Just to warn : you might be deceived by you minipod or single mg vtol :) . On the other hand, standard (non incendiary) bomb bay got a nifty boost. You will get for your research money I guess.

We all know that most AA weapons were deceiving right ? So thinked the autobalance script.

Structure progression
There was a "tradition" in the structure file, to treat all bunkers as the same body (same HP, same armor, same price). while at the first glance it might look like a reasonable idea. It actualy suck... that make the first bunkers you get super efficient and the one that you get later (say AG bunkers) totally useless. The turtling strategies was super inconsistant during the game. Now if you research a new structure, you'll know you'll get for your money. (which might be not that much in some cases...)

Banana shaped progression
I found something very consistant in the game : A sort of banana shaped progression. You start low... then you increase fast, you get a lot stronger you get that heavy cannon and then... then nothing :annoyed: . You fall into a staled game where you progress extra slow and where, if both side still alive, none will really get the advantage till a long time. This mod have normalized that progression. T1 weapons are around 20% stronger, then end T2 weapon fall around 10% weaker. but if they have not giving you the victory, the end T3 weapons with a serious boost, will probably do in those situations. Heavy lasers, nexus link, archangels and the railguns branch will get stronger now.

Testers and feedback
I'll be happy to have feedback of all genre. If you feel something is too much powerful/weak feel free to tell it here. I'll be happy to fine tune everything.
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Goth Zagog-Thou
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Re: Iluvalar's mods

Post by Goth Zagog-Thou »

Cool deal man, I'll give the new version a go. Thanks!
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

Goth Zagog-Thou wrote:Cool deal man, I'll give the new version a go. Thanks!
How was that ? any comment/suggestion/complaint ?

autobalance V05 is out ! While talking to the dev team some day ago, I realised that my equation for upgrades was flawed. Now it's fix. The will be no "observable effects" compared to autobalance V04. All changes seem under 10% and more closer to the original game most of the time. But, I'm trying to get the closer that I can to the real stuff. So... V05 ! :D
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Re: Iluvalar's mods

Post by Iluvalar »

Autobalance V06
was in my folders since the last week. I was using a "mean damage" to evaluate the efficiency off the armor. Now i'm using a projected mean damage value according to research time. In human langage : an armor of 20 is a lot more useful at begining (python) then near the end (retaliation) and now it's evaluated accordingly. That's not that much but apparently the Dragon body got a boost of 20% because of that.

It should not be perceptible but anyway i'm trying to get the best possible evaluation so here is V06.

I have also packed that autobalance mod into the ITW mod. The result is :

Code: Select all

mod name:		itw 44 aa
auto name:		cad5pad5rp4s100aaaa-2.3.8-iluMV01
description:		cost of all divided by 5 and prod of all divided by 5 and res of price multiplied by 4 and speed multiplied by 100 and auto of all
This is the one we've been playing these last days. I had the occasion to test inferno in that mod since then and the weapon has proved useful. That tend to convince me that the 40% nerf of the inferno was justified and dont "brake" the weapon at all.

I still need tester for later tech : laser, nexus link, emp in a still competitive situation. I won a match with tiger hvy laser, but i was fighting python medium cannon so it's not really a surprise. hf all !
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milo christiansen
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Re: Iluvalar's mods

Post by milo christiansen »

Can I see the script you use? Please :)

If its in one of the programming languages I can read it could give me a leg up in understanding some of the stat files, and better yet, if its in one of the ones I can write it would give me a copy/paste resource :P
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Re: Iluvalar's mods

Post by Iluvalar »

https://skydrive.live.com/?cid=9506c397 ... 59C968!313

open exemple.php and change the folders path if you want it to work properly ! :) . I hope it will help but please note that it's a work in progress and it miss a lot of things to be fully operationnal
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milo christiansen
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Re: Iluvalar's mods

Post by milo christiansen »

Thanks!

Hmm... mostly JavaScript :geek: Looks like I'm in luck I'v just been learning javascript :)
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Iluvalar
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Re: Iluvalar's mods

Post by Iluvalar »

No it's PHP :P . But it's like C for the most part.
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Re: Iluvalar's mods

Post by milo christiansen »

oops :oops: I somehow got the wrong file and my quick look showed mostly embedded JavaScript :?

There. NOW I got the correct file. I'll have to give it a look when I get home.

Sometimes "Save link as..." is not your friend :P
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Re: Iluvalar's mods

Post by Iluvalar »

The new Autobalance V07 is out ! and totally untested ^^ .

What's new ?
*I found that my equation needed half-life of the stuff not full life. (Somewhere i divided the HP per 2). Technically that change everything. But for what i can look right now, it affect the progression of later structures. they all look better near the end.
*The lassat capacity to target whatever the player want as been taken into account.
*Sensors are now evaluated (at least for structures I'm too lazy to run the script on turret ^^. I dont think it would change that much anyway.
*it turned out that the nexus link generaly convert half-damaged units with unupgraded weapons that are not adapted to fight your enemy. So I modified the code that supposed that you get a full 100% valid unit each time ^^ .
*There is probably more little changes i've done since i'm working on the new research system that use the same evaluator script.
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Re: Iluvalar's mods

Post by Iluvalar »

The protoV08 is out !

Featured:
  • New concept of "being" as a valuable function. Walls (for exemple) have no damage function, nor they have any sensor or repair capacity. But they "are" and that "being" is already valuable as is.
  • "Figure count" modifier. That's when 2 tanks are 3 time stronger then 1 tank alone. That's a bonus for spamming a lot of units. Now the cost evaluation take into account that effect correctly.
  • Thoses forced me to seriously rethink the whole evaluation. The result is less random variables and more accuracy.
  • The new "adaptor" as joined the "evaluator". This new script make the component perfectly align with the asked change. On a side effect, some components might have non-linear changes. Say more change in damage then in price.
Fix
  • I found that the cyborgs leg was overpowerful. I was giving a boost to cyborgs thinking the propulsion had a value of 1 but it had a value of 1.5.
  • Real late buildings (fortress) should now fit into the progression.
  • I dont see anything else major. But technicaly i changed the formula so hard that everything should be different. Of course i set the progression formula to fit at best the original.
And dont forget !! this mod is played soooo much better in the new "2.8-ilu1" release :D . Try it too, you'll love it !
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